i probably wouldn't go that far with plants, unless they are complex plantsit's more likely just a classic case of stretching, scaling and skeweringyou can do all of this with matrix ops, or simply moving the vertices of a quadnote that this will distort the texture!

i imagine that in trine, it's alot more involved than thatsome game companies animate plant movement for common plants, since that always gives the best resulthowever, it should be enough to just modulate the plant vertex positions a little